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Old 09-04-2009, 10:23 PM   Top  -  End  -  #1
Melayl
Barbarian in the Playground
 
 
Join Date: Nov 2007
Location: 
In my own little world...
Gender: Male
Default Beast Warrior: Unleash the power of your Inner Beast [3.5] base class

The inspiration for this class
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I am not only open to, but actively seeking advice on names of abilities (particularly the new skills) and balance/flavor/everything else. I’ve aimed for a power level about that of the psychic warrior, but I don’t know if I hit it.

Beast Warrior

Abilities:
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Role:
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Background:
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Organization:
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Alignment:
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Races:
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Religion:
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Other Classes:
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Alignment: Any

Hit Die: D8

Class Skills: Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature) (Int), Knowledge (Geography) (Int), Listen (Wis), Sneak (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Adaptive (new skill) (Wis), Combative (new skill) (Wis)

Skills per Level: 6 + Int Modifier (usual 1st level multiplication applies)

Starting Gold: As Barbarian

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+2
+0
Inner Beast, Low Light Vision, Natural Weapon, Beast Ability (1)
2nd
+1
+3
+3
+0
Beast Ability (2)
3rd
+2
+3
+3
+1
Beast Ability (2)
4th
+3
+4
+4
+1
Beast Ability (2)
5th
+3
+4
+4
+1
Beast Ability (2)
6th
+4
+5
+5
+2
Beast Ability (2)
7th
+5
+5
+5
+2
Beast Ability (2)
8th
+6/+1
+6
+6
+2
Beast Ability (2)
9th
+6/+1
+6
+6
+3
Beast Ability (2)
10th
+7/+2
+7
+7
+3
Beast Ability (2)
11th
+8/+3
+7
+7
+3
Beast Ability (2)
12th
+9/+4
+8
+8
+4
Beast Ability (2)
13th
+9/+4
+8
+8
+4
Beast Ability (2)
14th
+10/+5
+9
+9
+4
Beast Ability (2)
15th
+11/+6/+1
+9
+9
+5
Beast Ability (2)
16th
+12/+7/+2
+10
+10
+5
Beast Ability (2)
17th
+ 12/+7/+2
+10
+10
+5
Beast Ability (2)
18th
+13/+8/+3
+11
+11
+6
Beast Ability (2)
19th
+14/+9/+4
+11
+11
+6
Beast Ability (2)
20th
+15/+10/+5
+12
+12
+6
Beast Ability (2)

Class Features:

Weapon Proficiency: You are proficient with all Simple weapons, as well as any natural weapons you gain from this class.

Armor Proficiency: You are proficient with Light armors and no shields.

Inner Beast (Su): You gain your power from a supernatural connection to the beasts of the world. Some of you are born with this connection; others gain it through study and meditation. This connection allows you to tap the power of your Inner Beast to gain special Beast Abilities. Some Abilities are permanent; others require the expenditure of energy. You gain a number of Beast Points (BP) equal to your Constitution Modifier times your level (minimum of 1 per level) to spend powering Beast Abilities. Like spellcasters’ spells, Beast Points are renewed after 8 hours of rest.

Low Light Vision (Ex): You gain low light vision. If you already have it from a different source, your range doubles.

Natural Weapon (Su): You gain a natural weapon and are proficient with its use. You may manifest this natural weapon as an instant action on your turn. You can choose either: Claws (2, 1d4 damage each), Bite (1, 1d6 damage), Gore (1, 1d6 damage), Slap (1, 1d6 damage), or Tentacle (2, 1d2 damage each). This natural attack form follows all the normal rules for natural weapons. This natural weapon stacks with any natural weapons already possessed, granting higher damage or more attacks (as appropriate). These attacks can cause greater damage (and new forms gained) by selecting the appropriate Beast Ability.

Beast Abilities

You gain a number of Beast Abilities as you level; one at 1st level and two every level thereafter. These Abilities cannot be changed once chosen, and are explained below. Some have prerequisite levels or Abilities, and some may be selected more than once. Abilities that are powered by Beast Points also require a skill check in either the Adaptive or Combative skill. These skills reflect your understanding and control of your Inner Beast. If the check fails, the ability fails, and the Beast Points spent on it are lost. See the table below for more information. Abilities that do not have a Beast Point cost and skill check are static and always available. Some (such as Climb like a Monkey) provide both a static ability and the option to improve with the spending of Beast Points.

LevelEquivalent Spell LevelBase DCBP CostMax BP Spent per Round
1st
1st
15
1
1
4th
2nd
18
1-2
1
5th   
2
7th
3rd
21
2
2
9th   
3
11th
4th
24
3-4
3
13th   
4
15th
5th
27
4
4
17th   
5
18th
6th
30
4-5
5
20th   
6

Beast Abilities are listed by level they may initially be chosen. They can be chosen any level after the listed level as well.

1st level
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2nd level
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3rd level
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4th level
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5th level
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6th level
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7th level
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10th level
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11th level
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15th level
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18th level
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19th level
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20th level
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Last edited by Melayl : 09-10-2009 at 12:15 AM. Reason: Added types to some of the bonuses
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Old 09-07-2009, 11:02 AM   Top  -  End  -  #2
Melayl
Barbarian in the Playground
 
 
Join Date: Nov 2007
Location: 
In my own little world...
Gender: Male
Default Re: Beast Warrior: Unleash the power of your Inner Beast [3.5] base class

No comments at all? I know it isn't perfect, but I didn't think it was that bad.
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Old 09-07-2009, 09:13 PM   Top  -  End  -  #3
Averagedog
Bugbear in the Playground
 
SamuraiGuy
 
Join Date: Jun 2009
Location: 
Illinois
Gender: Male
Default Re: Beast Warrior: Unleash the power of your Inner Beast [3.5] base class

I don't really understand your beast point system. you have some abilities that don't require them, as for the abilities, do I choose the abilities I get at level up or every day? Also, 6 skillpoints when you have both good fort and ref is a little much in my opinion. flavor-wise its good, but mechanically wise I'm not really sure if it is balanced compared to other base classes. If you can give me comparative examples I would love to see them.

Last edited by Averagedog : 09-08-2009 at 03:25 PM.
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Old 09-07-2009, 11:19 PM   Top  -  End  -  #4
Melayl
Barbarian in the Playground
 
 
Join Date: Nov 2007
Location: 
In my own little world...
Gender: Male
Default Re: Beast Warrior: Unleash the power of your Inner Beast [3.5] base class

First off, thanks for commenting. Now I'll try to answer your questions.

You choose abilities at level up. Basically, I tried to make an a-la-carte system of class abilities. I'm trying to make it as adaptable and customizable as I can.

As for the Beast Points: yes, some abilities don't require them; they're just granted abilities that you can always use -- like rangers getting a weapon fighting style, or a fighter's bonus feats. Some abilities are more powerful, and supernatural or spell-like in origin or function (like a half-caster's spells). These require you to spend your energy (Beast Points) to power them. If you could clarify what else you don't understand about the Beast Point system, I should be able to answer you a little better.

As for the 6 skill points per level, I gave them that many since use of the Beast Points (and the abilities that rely on them) are tied to two skills. To make them useful, you need to invest skill points in them. (yes, I know, it is a new system -- that's part of the fun for me: the creation of a new system and other new things) I'm also using this skill system as kindof a test for a new magic system. We'll see if its worth it.

I'm hoping to get a few sample Beast Warriors statted up for 1st, 5th, 10th, 15th, and 20th, so people have something better to judge by. Like I said, I'm hoping to balance with the psychic warrior.
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Old 09-07-2009, 11:55 PM   Top  -  End  -  #5
elliott20
Ogre in the Playground
 
Join Date: Apr 2006
Location: 
Jakarta, Indonesia
Gender: Male
Default Re: Beast Warrior: Unleash the power of your Inner Beast [3.5] base class

I like the concept, but something just doesn't quite sit right with me... I think it has to do with the way the beast abilities are organized. So, do you pick the beast abilities you can use and then have to spend beast points on them to activate them? That would make sense, but then I just feel that it could potentially just end up having some abilities completely neglected since they aren't nearly as useful.

I haven't had a chance to go through each ability yet, but I think some of them needs to have it's wording cleared up too.
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Old 09-08-2009, 12:26 AM   Top  -  End  -  #6
Melayl
Barbarian in the Playground
 
 
Join Date: Nov 2007
Location: 
In my own little world...
Gender: Male
Default Re: Beast Warrior: Unleash the power of your Inner Beast [3.5] base class

You choose any two abilities that are available as you level. Some of them (like Natural Weapon and Close Wounds) you don't need to spend points on. Some of them (like Venom and Pounce) you need to spend points to activate.

The abilities are organize by the level they are first available (but they can be chosen at any level thereafter).

And you're correct; some abilities probably won't be nearly as useful as others (Discern North, for example). I put them in because they're abilities that animals have, and they offer variety for someone who wants something a little different.

I will probably have to go through each ability to look at wording again. Thats what I get for posting it that late at night. If any inparticular strike you as poorly worded, let me know and I'll try to fix them.

And thanks for the comments. One cannot improve without knowing their flaws.

Last edited by Melayl : 09-08-2009 at 12:32 AM.
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Old 09-08-2009, 02:00 AM   Top  -  End  -  #7
Melayl
Barbarian in the Playground
 
 
Join Date: Nov 2007
Location: 
In my own little world...
Gender: Male
Default Re: Beast Warrior: Unleash the power of your Inner Beast [3.5] base class

Quote:
Originally Posted by Averagedog View Post
mechanically wise I'm not really sure if it is balanced compared to other base classes. If you can give me comparative examples I would love to see them.
It has the same BAB and HD as the psychic warrior, and fewer weapon and armor options. BW saves are better (2 good) than PW, however, as are skill points. The BW does eventually have more special abilities then the PW, but they don't have as many to choose from (the PW power list is quite extensive).

Same BAB and HD as the monk, worse saves, better skill points. Overall fewer abilities than the monk, but barely so. Natural weapon comparatively equal to monk's unarmed strike (except that the BW improves his Natural weapon at the cost of other abilities). Weapon and armor options are about the same. However, the monk eventually gains weapon enhancements to their attacks (magic, law, adamant), and the BW doesn't.

Way less powerful than Druid (kinda goes without saying, there...), as well as cleric and wizard and sorcerer (spells pack quite the whollop).

Possibly (probably) more powerful than the fighter, except in terms of BAB, HD, and equipment options.

Not sure about the barbarian. Lower BAB and HD, better saves and skill progression, mostly worse equipment selection.

Same HD and saves and skill points as ranger, worse BAB and equipment selection, spells at least equal to Beast Abilities (and rangers can change their spells daily).

Better HD and saves than rogue, worse skills, same BAB, marginally worse equipment selection.

Worse HD and BAB than paladin, better saves and skills, worse equipment selection, spells probably superior to Beast Abilities.

Some of this won't matter, depending upon the type of adventure/game you're in and what you're faced with at the time.

Hopefully this helps.
Melayl is offline  
Old 09-12-2009, 01:49 AM   Top  -  End  -  #8
Melayl
Barbarian in the Playground
 
 
Join Date: Nov 2007
Location: 
In my own little world...
Gender: Male
Default Re: Beast Warrior: Unleash the power of your Inner Beast [3.5] base class

Hoping for more comments on the class: Flavor, Balance, etc.

I'm still working on example characters for various levels.
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